#ifndef SCENE1_H
#define SCENE1_H

//Frame Functions
//Here is where we will create our menu. This can also be a testbed for our AI to AI interaction, 
//as the screen will play a scenario of monsters vs humans.
bool click; //Boolean to know if the mouse has been clicked.

bool Scene1FrameFunc()
{ 
 Collect_Time_Data(Delta_Time, Elapsed_Time, Current_FPS);
 hge->Input_GetMousePos(MousePtrX, MousePtrY);
 click = hge->Input_GetKeyState(HGEK_LBUTTON);
 bool startgame = Check_Press(Start_Game, MousePosX, MousePosY, click);
 bool exitgame  = Check_Press(Exit_Game, MousePosX, MousePosY, click);
 if(startgame) Change_Scene(2);
 if(exitgame)  return true;
 return false;
}

bool Scene1RenderFunc()
{ 
 hge->Gfx_BeginScene();
 hge->Gfx_Clear(0xFFFFFFFF);
 Spr_MainMenuBG->Render(0,0);
 RenderButton(Start_Game, MousePosX, MousePosY, click, 0x44110000);
 RenderButton(Exit_Game, MousePosX, MousePosY, click, 0x44110000);
 Ariel_Font->printf(Start_Game.Box_Size->x1 + ((Start_Game.Box_Size->x2 - Start_Game.Box_Size->x1)/2), Start_Game.Box_Size->y1 + 3, HGETEXT_CENTER, "Start Game");
 Ariel_Font->printf( Exit_Game.Box_Size->x1 +  ((Exit_Game.Box_Size->x2 -  Exit_Game.Box_Size->x1)/2),  Exit_Game.Box_Size->y1 + 3, HGETEXT_CENTER, "Exit"); 
 Ariel_Font->printf(20, 250, HGETEXT_LEFT, "Project Survival - Alpha 0.0.0.2");
 Spr_Fire_Cursor->Render(MousePosX, MousePosY);
 hge->Gfx_EndScene();
 return false; 
}

#endif
